5 months ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
5 months ago - Shamm - Direct link
Week 103’s update brings two new rugs to Icarus, which require pelts and vestiges from two of the most fearsome foes - the Polar Bear and the Brown Bear.

These are craftable at Tier 3 on the Advanced Textile Bench, so get to gathering those materials and crafting.

In addition to cosmetic updates like these Rugs, we’re always working on new features and performance improvements and we have an update on big improvements coming to animals and taming, and batteries.

Jump in and have a read.

Notable Improvements
  • Updated the Brutalist Wardrobe & Cabinet and Industrial Wardrobe & Cabinet to have 25 inventory slots as originally intended (rather than 10)
  • Updated recipes for cooking, Masonry Bench and Armor Bench to allow access to T2 recipes in both T3 and T4
  • Added recipe for Gold Partition for Art Deco set which was accidentally hidden
  • Fixed travel quest step detection for mounted players, allowing those steps to be completed while mounted more reliably
  • Fixed a bug with inventory spoilage where there were some specific cases where spoil times of items would not increase as intended


This Week: New Animal Rugs
This week's update brings two new Rugs to Icarus, from the pelts of the most feared predators on Icarus, the Polar Bear and Brown Bear.

These require some unique materials including Vestiges, Arctic Pelts, Fur, Cured Leather and Platinum Weave.

These are unlockable on the Advanced Textiles bench at Tier 3 and require the ‘advanced rug set’ to be unlocked.



Coming Soon: Batteries
Batteries development is making good progress, and we’ve now done the initial refactor of the resource network system. From here, we’re testing and checking individual machines and how they interact with these changes and ironing out any bugs that crop up.

We’re also working on some tools for players to debug their systems and machines when these changes are implemented, so you can avoid the typical trial-and-error approach and get right to the problem.



Early Preview: Animal Expansion
We’re currently working on an expansion to the animal and mounts system in Icarus with some big improvements and new systems with a lot to interact with.

Tamed creatures will be receiving their own XP and leveling system, which comes with their own talent trees that you can invest points into. They will also have their own buff system and can gain two active modifiers from the food they consume, similar to how players have three.

We’re also investigating a solution for being able to bring tamed creatures up to the Orbital Station and back down with you on other prospects, so you can invest more into your furry pals and utilize them across multiple expeditions.

All of these features are in development with substantial testing and iteration needed before being released, but we wanted to give you an update on our work and will continue to do so.



Next Week: Seed Pouch
Next week we’re adding a new ‘Seed Pouch’. This is a bag that can be carried in your inventory and acts as specialist seed storage which can be opened using the context menu. Seeds you pick up are automatically placed in the pouch and we’ve increased the stack size as well.

Ideally, this should clean up your inventory when foraging, and allow you to actually collect more seeds without having to compromise for other necessary items.



If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.1.6.117855
New Content
[expand type=details]
  • Unlocking new Rug Recipes and Talent
[/expand]

Fixed
[expand type=details]
  • Slight adjustments on the wall light and gold chandelier gold decoration. Removed the emissive material from a small section
  • Fixed typo in Prometheus map selection warning
  • Fixed unlinked confirmation and cancel buttons on terrain selection
  • Adding new event for metal wall cupboard closing. Retiming to fit animation and adding a new socket for audio
  • Updating items in the deployable table for glass metal
  • Added new collision type for NPC capsule that allows QuestQuery overlaps
  • Fixed mounted players not being counted for travel quest steps
  • Fix a merge issue in the string table
  • Fixed signs not showing fertilizer icons. Added a new tag query for signs to check against 'Any Fertilizer'
  • Fixing bear Cub having the wrong PM causing it to not have a flesh impact sound when hit
  • Updated recipes for cooking, masonry bench and armor bench to allow access to T2 recipes in both T3 and T4
  • Locked Industrial Set behind level 20, as the set requires steel screws (any players that have already unlocked the talent will keep it)
  • Fixed Roat Trophy not granting Bestiary Points
  • Added recipe for Gold Partition for Art Deco set
  • Updating Processing Recipes to Remove the Alpha Wolf Rug as it is not ready yet
  • Fixed storage tag on Industrial and Brutalist storage options, allowing them to benefit from additional storage talent
  • Fixed a bug causing the player stat container to update every frame which also caused the inventory weight to recalculate and the spoil update timer to restart
  • Updating Brutalist Wardrobe& Cabinet, Industrial Wardrobe & Cabinet to have 25 inventory slots rather than 10 as intended
[/expand]

New Content
[expand type=details]
  • Field Guide breaks bestiary, fishing and items into separate tabs
  • Decal pass, Ground cliff pass and Landscape Sculpting, Ashlands, Prometheus
  • Updated Caves Network & landscape clean up, Ice Sheet Yellow Quad on Prometheus
  • Added DCO_NeonSign_RocketWerkz
  • Fixed physics asset for the scorpion crossbow by redoing the physics bodies, fixed animations not playing correctly by using correct anim BP in the SkeletalItem BP entry in D_Meshable
  • Field Guide - Add a back button for items view
  • Updated Cave Entrance trigger for cave network, Ice Sheet Yellow Quad on Prometheus
  • Added Macro Cliffs to Open area and Cliff Pass, Ashlands, Prometheus
  • Added snow variant materials for CaveFloor meshes (MI_ROCK_SW_CaveFloor_XX_SNOW)
  • Added Nav Blockers, Ice Sheet Yellow Quad on Prometheus
  • Ground cliff pass and Decal Pass, Ashlands, Prometheus
  • Fixed has no cave entrance, Ice Sheet Yellow Quad on Prometheus
  • Ground cliff pass and Decal Pass, Ashlands, Prometheus
  • General Polish Pass & Cave fixes, Ice Sheet Yellow Quad on Prometheus
  • Submitting Mini Hippo 2nd variation
  • Adding Scorpion Weapon Living Weapon initial setup
  • WIP commit of Biomass mesh, materials, textures (ITM/ITM_Biomass)
  • Scorpion Rifle - added static mesh versions of stocks
  • Updated Field Guide Item categories
  • Fixed some item tags and added extra filters, as required for Field Guide
  • Biomass samples - mesh and material variants, tweaked textures. Added new master material MA_GLS_Emissive for emissive glass
  • Fixed incorrectly enabling of Items section of Field Guide
  • Decal pass, Ground Cliff Pass and Landscape Sculpting, Ashlands, Prometheus
  • Field Guide Resave Datatable
  • Initial implementation of 9 of Diamonds shield
  • Field Guide Add how to obtain
  • Initial implementation of Inaris sickles
[/expand]